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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Prevention of Spyware by Runtime Classification of End User License Agreements / Förebyggande Spionprogram med Körtid klassifikation av slutanvändarkonton Licensavtal

Rashid, Muhammad Usman, Garapati, Balakrishna January 2009 (has links)
Spyware is a threat to Internet users because it may obtain valuable information from the users’ machines without their consent. The existing anti- spyware techniques are not found to be accurate enough in the prevention or detection of spyware. According to the law in many countries, vendors are bound to mention any inclusion of spyware in the End User License Agreement (EULA) of the associated software. Moreover, this agreement must be accepted by the user to have the software installed on the user machine. Thus, if the user accepts the agreement without reading it, he or she will unknowingly accept all the regulations mentioned in the EULA. Consequently, this study emphasizes that the EULA can be used to classify the software as spyware or legitimate by using data mining algorithms. We validate our approach by implementing an application and compare it with existing EULA analysis tools. / Spionprogram är ett hot mot Internet-användare, eftersom det kan få värdefull information från användarens maskiner utan deras samtycke. Den befintliga anti - spionprogram tekniker inte visat sig vara korrekta tillräckligt för att förebygga eller upptäcka spionprogram. Enligt lag i många länder, säljare är skyldiga att nämna något införande av spyware i slutanvändarens licensavtal (EULA) för tillhörande programvara. Dessutom är detta avtal måste godkännas av användaren att ha program installeras på användarens dator. Således, om användaren godkänner avtalet utan att läsa den, han eller hon kommer ovetande acceptera alla regler nämns i EULA. Följaktligen har denna studie betonar att licensavtalet kan användas för att klassificera den programvara som spionprogram eller legitima genom att använda data mining algoritmer. Vi validera vår inställning genom genomföra ett program och sedan jämföra det med befintliga EULA analysverktyg. / <p>Muhammad Usman Rashid - 0046738958867 Balakrishna Garapati - 0046762327735</p>
2

Countering Privacy-Invasive Software (PIS) by End User License Agreement Analysis

Dathathri, Arvind, Atangana, Jules Lazare January 2007 (has links)
In our thesis we use a preventive approach to stop privacy-invasive software (PIS) from entering the system. We aim at increasing the user awareness about the background activities of the software. These activities are implicitly written in End User License Agreement (EULA). We are using a multi-layer user notification approach to increase the user awareness and help him make a good decision, which is in accordance with the European legal framework. A proof of concept tool is developed that will use the user preferences to present the EULA in a compact and understandable form thereby helping the user in deciding with the installation of a software.
3

Das Speichersystem Untere Pleiße

21 December 2022 (has links)
Das Speichersystem Untere Pleiße liegt im Südraum von Leipzig. Es besteht aus sieben Stauanlagen an der Pleiße und ihren Zuflüssen wie Wyhra und Eula. Zum System gehören die beiden Talsperren Schömbach und Windischleuba, die drei Speicherbecken Rötha, Witznitz und Borna sowie die beiden Hochwasserrückhaltebecken Regis-Serbitz und Stöhna. Redaktionsschluss: 23.04.2019
4

Massively Multiplayer Online Games Productive Players and their Disruptions to Conventional Media Practices

Humphreys, Alison Mary January 2005 (has links)
This thesis explores how massively multiplayer online games (MMOGs), as an exemplary new media form, disrupt practices associated with more conventional media. These intensely social games exploit the interactivity and networks afforded by new media technologies in ways that generate new challenges for the organisation, control and regulation of media. The involvement of players in constituting these games - through their production of game-play, derivative works and strong social networks that drive the profitability of the games - disrupts some of the key foundations that underlie other publication media. MMOGs represent a new and hybrid form of media - part publication and part service. As such they sit within a number of sometimes contradictory organising and regulatory regimes. This thesis examines the negotiations and struggles for control between players, developers and publishers as issues of ownership, governance and access arise out of the new configurations. Using an ethnographic approach to gather information and insights into the practices of players, developers and publishers, this project identifies the characteristics of the distributed production network in this experiential medium. It explores structural components of successful interactive applications and analyses how the advent of player agency and the shift in authorship has meant a shift in control of the text and the relations that surround it. The integration of social networks into the textual environment, and into the business model of the media publishers has meant commerce has become entwined with affect in a new way in this medium. Publishers have moved into the role of both property managers, of the intellectual property associated with the game content, and community managers. Intellectual property management is usually associated with the reproduction and distribution of finished media products, and this sits uneasily with the performative and mutable form of this medium. Service provision consists of maintaining the game world environment, community management, providing access for players to other players and to the content generated both by the developers and the other players. Content in an MMOG is identified in this project as both the 'tangible' assets of code and artwork, rules and text, and the 'intangible' or immaterial assets of affective networks. Players are no longer just consumers of media, or even just active interpreters of media. They are co-producing the media as it is developed. This thesis frames that productiveness as unpaid labour, in an attempt to denaturalise the dominant discourse which casts players as consumers. The regulation of this medium is contentious. Conventional forms of media regulation - such as copyright, or content regulation regimes are inadequate for regulating the hybrid service/publication medium. This thesis explores how the use of contracts as the mechanism which constitutes the formal relations between players, publishers and developers creates challenges to some of the regimes of juridical and political rights held by citizens more generally. This thesis examines the productive practices of players and how the discourses of intellectual property and the discourses of the consumer are mobilised to erase the significance of those productive contributions. It also shows, using a Foucauldian analysis of the power negotiations, that players employ many counter-strategies to circumvent the more formal legal structures of the publishers. The dialogic relationship between players, developers and publishers is shown to mobilise various discursive constructions of the role of each. The outcome of these ongoing negotiations may well shape future interactive applications and the extent to which their innovative capacities will be available for all stakeholders to develop.

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